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Why is my material appearance different in Lit and Unlit mode?

I've got a material remade from the tutorial found in the internet . I try to simulate something similar to boiling water . Material looks like this : alt text

Preview in material editor looks OK as well as material itself in Unlit Mode in the scene. The problem is that material freezes itself and changes a bit right after switching to the Lit mode. As showed in the video below:

https://www.youtube.com/watch?v=0-Uc1-Ug0vw&feature=youtu.be

I tried to change standard material properties but it changes nothing. Am I missing something trivial ?

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asked Jul 24 '14 at 10:02 AM in Rendering

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murkymurmur
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avatar image Lovecraft_K ♦♦ STAFF Jul 24 '14 at 08:41 PM

Hey murkymurmur -

Check the tutorial you are basing this off of, but you have a translucent material which makes sense for boiling water, but you have nothing plugged into Opacity. I feel like something should be plugged there.

Thank You

Eric Ketchum

avatar image murkymurmur Jul 30 '14 at 07:36 AM

Changing opacity didn't resolved problem. As Roel wrote below emissive needs to be corrected. Thanks for effort though

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That is because there is something plugged into your emissive.

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answered Jul 27 '14 at 09:48 PM

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Roel
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avatar image murkymurmur Jul 30 '14 at 07:27 AM

You're right. Emissive is too extensive and it covers other material features. Will try to tweak that.

Thanks

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So here is the material literally copied like you send it to me. Just so you can see how the same stuff is done inside the material editor. I think a lot of your code is obsolete and some of it just does not make sense at all, like creating a float4 with code for each channel and later only using the x and y component. I left all that stuff in there, just so you can see the same result, and hopefully I did not forget anything.

The following things should be checked: Make sure the texture import setting sRGB is the same as in Unity. Use the material instance "Forcefield_Inst" instead of the material Forcefield on your mesh, this way you can change the Mask Power, Offset, Field Color and Pos_a all in either blueprint or c++. A MATERIAL CAN NOT BE CHANGED IN GAME, ONLY INSTANCES!

I hope you like it, and I hope I didn't screw up any of your code :P.

Enjoy!

alt text

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answered Jul 28 '14 at 09:24 PM

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Roel
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avatar image phron Jul 29 '14 at 07:40 AM

Nothing to do with the question, but how do you make your blueprint capture to have it full size ?

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